2022-02-21 15:29:53 +00:00
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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2024-08-17 16:37:50 +00:00
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Copyright (C) 2016-2024 Robert Beckebans
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2022-02-21 15:29:53 +00:00
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "global_inc.hlsl"
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2022-06-06 11:21:14 +00:00
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// *INDENT-OFF*
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2022-02-21 15:29:53 +00:00
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#if USE_GPU_SKINNING
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2022-09-15 09:03:22 +00:00
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StructuredBuffer<float4> matrices : register( t11 );
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2022-02-21 15:29:53 +00:00
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#endif
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2022-06-27 17:54:20 +00:00
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struct VS_IN
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{
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2022-09-23 16:04:59 +00:00
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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2022-02-21 15:29:53 +00:00
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};
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2022-06-27 17:54:20 +00:00
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struct VS_OUT
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2022-06-06 11:21:14 +00:00
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{
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float4 position : SV_Position;
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float3 texcoord0 : TEXCOORD0_centroid;
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float3 texcoord1 : TEXCOORD1_centroid;
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float3 texcoord2 : TEXCOORD2_centroid;
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float3 texcoord3 : TEXCOORD3_centroid;
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float3 texcoord4 : TEXCOORD4_centroid;
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float4 color : COLOR0;
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};
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// *INDENT-ON*
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void main( VS_IN vertex, out VS_OUT result )
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{
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float4 vNormal = vertex.normal * 2.0 - 1.0;
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float4 vTangent = vertex.tangent * 2.0 - 1.0;
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float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
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#if USE_GPU_SKINNING
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//--------------------------------------------------------------
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// GPU transformation of the normal / tangent / bitangent
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//
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// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
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//--------------------------------------------------------------
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const float w0 = vertex.color2.x;
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const float w1 = vertex.color2.y;
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const float w2 = vertex.color2.z;
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const float w3 = vertex.color2.w;
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float4 matX, matY, matZ; // must be float4 for vec4
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int joint = int( vertex.color.x * 255.1 * 3.0 );
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matX = matrices[int( joint + 0 )] * w0;
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matY = matrices[int( joint + 1 )] * w0;
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matZ = matrices[int( joint + 2 )] * w0;
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joint = int( vertex.color.y * 255.1 * 3.0 );
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matX += matrices[int( joint + 0 )] * w1;
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matY += matrices[int( joint + 1 )] * w1;
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matZ += matrices[int( joint + 2 )] * w1;
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joint = int( vertex.color.z * 255.1 * 3.0 );
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matX += matrices[int( joint + 0 )] * w2;
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matY += matrices[int( joint + 1 )] * w2;
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matZ += matrices[int( joint + 2 )] * w2;
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joint = int( vertex.color.w * 255.1 * 3.0 );
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matX += matrices[int( joint + 0 )] * w3;
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matY += matrices[int( joint + 1 )] * w3;
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matZ += matrices[int( joint + 2 )] * w3;
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float3 normal;
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normal.x = dot3( matX, vNormal );
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normal.y = dot3( matY, vNormal );
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normal.z = dot3( matZ, vNormal );
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normal = normalize( normal );
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float3 tangent;
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tangent.x = dot3( matX, vTangent );
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tangent.y = dot3( matY, vTangent );
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tangent.z = dot3( matZ, vTangent );
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tangent = normalize( tangent );
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float3 bitangent;
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bitangent.x = dot3( matX, vBitangent );
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bitangent.y = dot3( matY, vBitangent );
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bitangent.z = dot3( matZ, vBitangent );
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bitangent = normalize( bitangent );
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float4 modelPosition;
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modelPosition.x = dot4( matX, vertex.position );
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modelPosition.y = dot4( matY, vertex.position );
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modelPosition.z = dot4( matZ, vertex.position );
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modelPosition.w = 1.0;
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#else
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float4 modelPosition = vertex.position;
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float3 normal = vNormal.xyz;
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float3 tangent = vTangent.xyz;
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float3 bitangent = vBitangent.xyz;
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#endif
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result.position.x = dot4( modelPosition, rpMVPmatrixX );
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result.position.y = dot4( modelPosition, rpMVPmatrixY );
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result.position.z = dot4( modelPosition, rpMVPmatrixZ );
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result.position.w = dot4( modelPosition, rpMVPmatrixW );
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2024-01-08 17:00:04 +00:00
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result.position.xyz = psxVertexJitter( result.position );
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2022-02-21 15:29:53 +00:00
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// textures 0 takes the base coordinates by the texture matrix
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result.texcoord0.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
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result.texcoord0.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
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2024-08-17 16:37:50 +00:00
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//# textures 1 takes the base coordinates by the texture matrix
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result.texcoord1.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
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result.texcoord1.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
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// PSX affine texture mapping
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if( rpPSXDistortions.z > 0.0 )
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{
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float distance = length( rpLocalViewOrigin - modelPosition );
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float warp = psxAffineWarp( distance );
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result.texcoord0.z = warp;
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result.texcoord0.xy *= warp;
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result.texcoord1.xy *= warp;
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}
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2022-02-21 15:29:53 +00:00
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//float4 toEye = rpLocalViewOrigin - modelPosition;
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//result.texcoord1.x = dot3( toEye, rpModelMatrixX );
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//result.texcoord1.y = dot3( toEye, rpModelMatrixY );
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//result.texcoord1.z = dot3( toEye, rpModelMatrixZ );
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2024-07-30 21:24:44 +00:00
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#if 1
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// rotate from tangent space into world space
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result.texcoord2.x = dot3( tangent, rpModelMatrixX );
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result.texcoord3.x = dot3( tangent, rpModelMatrixY );
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result.texcoord4.x = dot3( tangent, rpModelMatrixZ );
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result.texcoord2.y = dot3( bitangent, rpModelMatrixX );
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result.texcoord3.y = dot3( bitangent, rpModelMatrixY );
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result.texcoord4.y = dot3( bitangent, rpModelMatrixZ );
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result.texcoord2.z = dot3( normal, rpModelMatrixX );
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result.texcoord3.z = dot3( normal, rpModelMatrixY );
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result.texcoord4.z = dot3( normal, rpModelMatrixZ );
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#else
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// rotate from tangent space into view space
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result.texcoord2.x = dot3( tangent, rpModelViewMatrixX );
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result.texcoord3.x = dot3( tangent, rpModelViewMatrixY );
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result.texcoord4.x = dot3( tangent, rpModelViewMatrixZ );
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result.texcoord2.y = dot3( bitangent, rpModelViewMatrixX );
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result.texcoord3.y = dot3( bitangent, rpModelViewMatrixY );
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result.texcoord4.y = dot3( bitangent, rpModelViewMatrixZ );
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result.texcoord2.z = dot3( normal, rpModelViewMatrixX );
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result.texcoord3.z = dot3( normal, rpModelViewMatrixY );
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result.texcoord4.z = dot3( normal, rpModelViewMatrixZ );
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#endif
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#if USE_GPU_SKINNING
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// for joint transformation of the tangent space, we use color and
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// color2 for weighting information, so hopefully there aren't any
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// effects that need vertex color...
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result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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#else
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//# generate the vertex color, which can be 1.0, color, or 1.0 - color
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//# for 1.0 : env[16] = 0, env[17] = 1
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//# for color : env[16] = 1, env[17] = 0
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//# for 1.0-color : env[16] = -1, env[17] = 1
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result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
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#endif
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}
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